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Manual For SyncError!

How to do correctly 1х1 maps
Here some councils (recommendations) for Syncerror

I will specify some principles for 1х1 maps

1. The size of a map.
2. The map scheme.
3. Things on a map.
4. Positions of things on a map.

At first, I will specify an example correct 1х1 maps: bloodrun, furiousheights, lostworld.

OK.

All examples are based on long-term experience of game. I will not go into detail. All will sound as a rule.

1. The size of a map.

- Any 1х1 a map should be on the size as as bloodrun, furiousheights, lostworld. The size is a cube in which map.
- Any room on a map should be on the size, as the sizes of rooms on maps bloodrun, furiousheights, lostworld.

Examples of the wrong size 1х1 maps: aerowalk, hektik.

2. The map scheme.

- The most correct schemes on maps boodrun, furiousheights.

Bloodrun: All on this map shares on fighting locations. Fighting locations are rooms on a map.
The list of rooms: a room with RA (the big centre of a map), 2 rooms with YA, cross MH. It is already very logical.
All these rooms are connected by corridors.

Furiousheights: Here we as see division into rooms.
The list of rooms: a room with RA, a room with YA, the Room with MH. These rooms it is more than on bloodrun But a map still playable =).

Other variant - lostworld.

Lostworld: the Big centre of a map - the bridge + RA balcony. All locations YA, MH, RA are located round the centre. Here it is impossible to name locations rooms because it is faster small boxes, between which narrow corridors as on bloodrun, but longer.

- On all 3х maps there are teleports, and they have 2-3 floors.
- Division into rooms should be obligatory.
- If division conditional as on lostworld there should be narrow corridors connecting locations.

- Rg it is good on the big and average distances (furiousheights, bloodrun, campground)
- Pg it is good in narrow corridors (bloodrun, lostworld)
-Sg it is good in boxes (lostworld)
-Gl it is good to shower in narrow corridors and boxes (bloodrun, lostworld)

Ок I have listed some very important principles. Which all is necessary to uniform to observe. I have resulted good examples 1х1 maps. But it not all principles. There are still some subtleties which it is very difficult to explain to the person not playing 1х1 seriously enough

It is possible to use these principles, examining a map:

Examination example:

Hektik:

1. The size - small - an error. The narrowish centre. Round the centre there is not enough space.
2. The scheme - the Good centre, a good room with YA. It is thought well up with MH. That's good.

Badly that that GA Is near to RA, MH. It would be better to close GA in a room. And in this room from the centre conducts 1 narrow corridor. In a room of 3 doors. Everyone conducts on a corridor in the site of a map.

As that is no place to hide, all map clearly is bad. I can rise in the centre with RA and the opponent will have nothing to do. It is impossible on bloodrun or furiousheights. Here it is necessary to think as to think up 1 more room. And as it is better to connect locations corridors.

2-3 floors - very good.

"Open" corridors leaders to GA - it is very bad. It is possible to compare corridors with lostworld and bloodrun.

4. Positions of things on a map - it is good (room+armor+gun). But, look point 2. Seconds between things good but conflicting with point 2.

Examination example 2:

aerowalk:

1. The size small - an error.
2. The good centre, a good room with RA. On this map the same problem in the scheme as hektik - the room with YA is easily visible and is exposed to fire as GA on hektik. It is necessary to think of a room with YA about the "closed" corridors.

2-3 floors-good
guns-good
teleports-good

3. 1RA 1Mh 1YA 2GA - an error! - should be RA MH 2 YA.
4. Seconds between things good but conflicting with point 2.

Ok. Probably in both cases I have badly transferred point 2. Then I will simply result drawing with which at me type maps aerowalk and hektik associate mapsz.JPG

Thanks for the thoughtful tips. In the past I've only made CTF maps, and with this release now CA maps, but if I ever make a Duel map in the future I'll look towards this and take these suggestions to heart.